reizink / Reilly_Zink_3401week5

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Reilly_Zink_3401week5

**GameScene: Use left/right mouse click to move Player to the side. Raycast will detect and log object in the way.

  • Terrains are unique object types that can be molded, sculpted, and textured inside Unity to create detailed landscapes
  • As of 2018.3, multiple terrains can be linked together seamlessly
  • Terrain heightmaps dictate the elevation shapes of the terrain
  • Terrains are slightly limited because of their reliance on heightmaps; for instance, holes or “caves” are not possible with built-in terrains
  • You can create your own brush shapes to paint terrain heightmaps or textures
  • Prefabs allow you to create and save a gameObject complete with its components, properties, and any children it may have
  • Prefabs are considered assets and are stored in the Project window when created
  • Used for saving complex configurations; useful for spawning systems at runtime
  • Changes made to a prefab asset will ripple through to all copies of that prefab
  • Spawning an object or prefab while the game is running is called Instantiation
  • You can instantiate an object from a script with the Instantiate () function
  • A public GameObject variable in a script can hold a reference to a prefab asset
  • Each “copy” of a prefab in a scene is known as a instance of that prefab
  • A ray is a line that starts at a point and goes in a single direction
  • A raycast tests intersections with a ray (AKA determines what colliders the ray crosses through)
  • Often used for line of sight tests, hitscan weapon aiming, light reflections, and many other things
  • Can answer questions like “what’s in front of this object?”, or “what is the angle of the surface under my player?”
  • A lerp is a linear interpolation between two numbers
  • This means finding a value that is some percentage between two given values
  • For example, lerping between 3 and 5 by 50% would return the number 4 (because 4 is 50% of the way between 3 and 5)
  • Unity has built-in functions for numerical lerping (Mathf.Lerp) as well as lerping between Vectors (Vector3.Lerp)
  • Can be used over multiple frames to gradually and smoothly change a value

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